Monk
Base Class: Monk

When a monk goes on the way of the Dishonoured, he takes every opportunity he gets, and every tool at his disposal to win, even tough his action may be seen by others as dishonourable, rude, or un-sports-man-like. This way is looked down upon those with years of training, as they do not necessarily obey the code of conduct in any duel.

Fighting against a Dishonoured, is more annoying than dangerous, as it excels at one to one combat, but multiple targets put the Dishonoured to shame.

Sand Storm / Pocket Sand

At 3rd level, you throw honour to the wind, you don't care anymore about being nice, so your morals don't stop you from throwing particles into the enemies eyes, as a bonus action or a reaction to an action(or a bonus action) you can see. That creature and every creature in a 5 foot radius around it has its passive perception lowered by 10 but not lower than 3 and has disadvantage on accuracy rolls till it takes an action* to clean it out**.

 

*1st turn it's impossible, 2nd turn it takes a bonus action and 3rd turn onward it takes a free action

**Sand cannot be thrown again in the same creature's eyes till 1 turn after it has cleaned its eyes

The usage of this ability like all others, is strictly prohibited in all official duels and tournaments due to it being a jerk move.
This ability requires you to have objects suitable for throwing in the eyes of enemies, such as dust, sand, extremely fine glass, you know the usual, if the DM allows it on the situation, you may even just take a handful of the ground

Bonus Proficiencies

You having questionable fighting morals, makes you more confident in your hands, and what you can do with them. You get proficiency in sleight of hand.

Switcheroo Fighter

At level 6 you gain:

Knee Buster : You mercilessly attack a creature,aiming for its knee cap, to deal an Unarmed Attack + 1d6
If the attack fails, you are prone and your turn ends
If the attack succeeds, you also: inflict disadvantage on dexterity related rolls; it has to roll a constitution save; if it fails it has -5 feet of movement; till the end of your next turn

The damage increases by 1d6 at levels 11/15/19 so that it becomes 2d6/3d6/4d6
The slow increases by 5 feet at levels 11/15/19 so that it becomes 10/15/20

Free Attack: Your way of fighting is rather childish and annoying to the enemies, when a creature misses you with it's attack, you may choose to use your reaction to do an unarmed attack as an attack of opportunity 

 

 

Fake Death

At level 11,Once per long rest, your will to annoy people transcends life and death. When your hp would be lowered to 0 or lower, you may choose to Fake Death. This causes everyone with an intelligence score lower than 17, to think you died, so they forget about you, but you cannot move from the location you Faked Death at. When you fake death you get the following options:

  1. You can feel when people are seeing you while Faking Death, once you don't feel anyone seeing you, you can roll a dexterity saving throw to hide in an unoccupied place, away from sight, and regain 1d4 + Constitution modifier HP. On a failed save you regain half as much and alert everyone to your location.
  2. You can feel when people are in-striking range from you. You can attack an enemy in-range with an unarmed attack. This gives you 1 + Constitution Modifier HP*, and frightens everyone which is seeing you, practically raise from the dead. The feared creatures roll a wisdom saving throw to remove the debuff, and if it fails for 3 times in a row, it is automatically cleared.

Using any of the options fully uses up your turn.
After exiting combat, or any life threatening situations, you gain 1 stack of exhaustion as adrenaline stops fueling you through it and the drawbacks kick in (example: being in enemy's lair; an element of constant danger being around; your character is terrified, etc) < not limited to

*Hp healed cannot be lower than 1

Uncanny Luck

At level 17, you may re-roll an enemy's attack. You have to keep the new roll, and it adds a stack of Laughing Stock

Whenever an enemy fails a roll, you can use your reaction to laugh or make fun of them in order to Taunt* them. The creature starts rolling wisdom saving throws to clear its mind, and untaunt itself from the 2nd turn it got taunted at. If you laughed or made fun more than once of a creature, your character starts laughing, giving disadvantages at each stage.

Laughing Stock
This is where you keep track of your laughing meter, every turn in which your character doesn't make a joke; doesn't hear a joke; a roll isn't failed or anything which would make it laugh, remove 1 from the scale. If something which is deemed funny by the DM, to the character happens, it increases the laughing stock scale by 1.
1.Passive Perception lowered by 2
2.Passive Perception lowered by 4 instead; Movement Speed lowered by 5
3.Passive Perception is set to 6; Movement Speed lowered by 10; Disadvantage on actions Wisdom; Intelligence;Dexterity;Accuracy related rolls, including attacks
4.Passive Perception is set to 3; Movement Speed lowered by 20; Disadvantage on actions Wisdom; Intelligence;Dexterity;Accuracy related rolls, including attacks; Your laughing is so loud you cannot even hear your thoughts
5. Passive Perception is set to 0; You are stunned;
6.You are unconscious. When you wake up, your character has a 1 on Exhaustion for the entire day or till it takes a long rest with a full meal eaten just before it

*A taunted creature will always: Chase the Creature/Character it's being taunted by.
Always try to attack, with as many attacks to it as possible
Ignore any other target
Do anything to reach its target
It fails to notice things twice as often, and it takes twice the amount of time to do Intelligence/Wisdom related actions.
A taunted creature can be calmed down by other creatures, the DM decides if a method is suitable for calming that creature. Examples, which do not have to be followed are: Dumping ice cold water on the creature; Keeping it restrained for a minute; Casting spells which clear the mind of the creature, or remove thoughts; Getting slapped for 15 seconds; Getting knocked unconscious; That creature hurting someone/destroying or damaging something it holds dear

Previous Versions

Name Date Modified Views Adds Version Actions
11/6/2019 10:12:21 PM
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